Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Congrats to Miltank user 30 for winning today’s Twisted Dimension tour! Here’s the final battle for anyone interested in watching. Nice use of Garganacl! I’d like to see Garg used more in general. Salt Cure is an amazing move.
This is in contention for my favorite battle of all time. Foongus is the MVP! Hell, I’m moving him to Good tier, it’s at least as good as Trapinch and Solosis given its MU with all the top threats.
Also, for 4th move Clear Smog, Worry Seed and Toxic are all good options. Grass Knot is another good choice for Grass STAB if you don’t want to drop your sp attack or risk a miss (I had two Leaf Storm misses in a row against Dondozo lose me a game.)
Weighing in on Greedent and Ursaluna, I’m very much enjoying the debate. I wish these guys had been discussed more prior to our last vote, but everyone was so focused on Conk, it’s understandable.
Greedent is the more unhealthy of the two, requiring more specialized tools to deal with post set up. Greedent is simply too bulky and fast to have access to a Belly Drum without the drawback of losing half health. With Dondozo being easy to overload, it basically makes either the more niche Unawares, Little Cup or the Sash Trick Room mons essential on your team to not insta-lose to it, if its paired with screens.
With Conk gone, Ursaluna is unparalleled at breaking teams apart, provided it has the right set. Yes, it can be forced out with offense, but it also has zero consistent switch ins, and while it’s MU dependent, if it can get a kill every time it’s in, it’s concerning. For the record, it beats Corv with Fire Punch or Curse / Drain Punch + Taunt. It beats Sinistcha with Crunch after the first Colbur Berry or hazard pressure. (Is forcing Sinistcha to run Colbur even really a valid argument that Ursa is healthy?!)
Edit: Council advised no action on Greedent, Ursaluna, or Magnet Pull
We may have to agree to disagree about Ursaluna and Greedent, but I disagree with this claim:
I mentioned in my post above Arboliva and Granbull as Encore users. Yes, they both have less than base 50 Speed. Yes, they are both viable. I use Granbull when I need a Dark and Fighting resist that doesn't rip open Ice or Electric weaknesses (unlike Enamorus-T or the Water/Fairy-types) and can actually take a physical hit. I use Arboliva when I need a Ghost-immune that breaks Dondozo and resists Ground.
I can see Arboliva being useful, but I really don't see how Granbull is useful when it outright loses to Foongus, Amoonguss, Slowking-Galar, Copperajah, Clodsire, is slower than (and can easily lose to) Dondozo and Greedent, can't OHKO Max HP Giratina-O,
Furthermore, why exactly do you need to resist both Fighting and Dark types? Gurdurr and Crabominable are both not very common, and I doubt Granbull can function properly as a Knock absorber without proper recovery. Clefable also exists and has far more utility than Granbull.
I can see Arboliva being useful, but I really don't see how Granbull is useful when it outright loses to Foongus, Amoonguss, Slowking-Galar, Copperajah, Clodsire, is slower than (and can easily lose to) Dondozo and Greedent, can't OHKO Max HP Giratina-O,
Furthermore, why exactly do you need to resist both Fighting and Dark types? Gurdurr and Crabominable are both not very common, and I doubt Granbull can function properly as a Knock absorber without proper recovery. Clefable also exists and has far more utility than Granbull.
Granbull was more useful back when Conkeldurr was legal, as it speed ties Conk, while its fellow Fighting + Dark resist Enamorus-T is slower and therefore got hit by a desperation Facade too often. However, Granbull having Intimidate, lower base Speed than Ursaluna and Kingambit (as opposed to Clefable, who has higher base Speed), and Curse still come in quite handy.
I generally prefer building bulky offence or balance in Twisted Dimension, where every weakness on the team should come with at least one resist or immunity. Hatterene being neutral to Dark gets annoying fast when teambuilding this way. Regardless of how uncommon Gurdurr and Crabominable are, I still prefer sealing up Dark and Fighting weaknesses in fewer slots - especially since Crabominable is underrated as a Fighting-type that breaks Giratina.
Granbull was more useful back when Conkeldurr was legal, as it speed ties Conk, while its fellow Fighting + Dark resist Enamorus-T is slower and therefore got hit by a desperation Facade too often. However, Granbull having Intimidate, lower base Speed than Ursaluna and Kingambit (as opposed to Clefable, who has higher base Speed), and Curse still come in quite handy.
Yeah, that was when Conkeldurr was legal. How does Granbull starting off with base 40 speed and losing to many prominent Pokemon in the tier make it a viable Encorer?
Also, regarding Ursaluna:
252+ Atk Granbull Close Combat vs. 252 HP / 4 Def Ursaluna: 260-306 (56 - 65.9%) -- guaranteed 2HKO after burn damage
-1 252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 0 Def Granbull: 336-396 (87.5 - 103.1%) -- 25% chance to OHKO
I generally prefer building bulky offence or balance in Twisted Dimension, where every weakness on the team should come with at least one resist or immunity. Hatterene being neutral to Dark gets annoying fast when teambuilding this way. Regardless of how uncommon Gurdurr and Crabominable are, I still prefer sealing up Dark and Fighting weaknesses in fewer slots - especially since Crabominable is underrated as a Fighting-type that breaks Giratina.
This logic is problematic when you realize the only viable Dark Pokemon that can use strong attacks are used frequently are Muk-Alola, Ting-Lu (not offensive), and Kingambit.
Even if you are worried about Pokemon such as Crabominable, Granbull can only be used as a check, as
-1 252+ Atk Iron Fist Crabominable Ice Hammer vs. 252 HP / 0 Def Granbull: 186-219 (48.4 - 57%) -- 90.2% chance to 2HKO
Why can't you just use a stronger wall such as Pecharunt or Toxapex?
Yeah, that was when Conkeldurr was legal. How does Granbull starting off with base 40 speed and losing to many prominent Pokemon in the tier make it a viable Encorer?
Also, regarding Ursaluna:
252+ Atk Granbull Close Combat vs. 252 HP / 4 Def Ursaluna: 260-306 (56 - 65.9%) -- guaranteed 2HKO after burn damage
-1 252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 0 Def Granbull: 336-396 (87.5 - 103.1%) -- 25% chance to OHKO
This logic is problematic when you realize the only viable Dark Pokemon that can use strong attacks are used frequently are Muk-Alola, Ting-Lu (not offensive), and Kingambit.
Even if you are worried about Pokemon such as Crabominable, Granbull can only be used as a check, as
-1 252+ Atk Iron Fist Crabominable Ice Hammer vs. 252 HP / 0 Def Granbull: 186-219 (48.4 - 57%) -- 90.2% chance to 2HKO
Why can't you just use a stronger wall such as Pecharunt or Toxapex?
Given a choice between outspeeding Ursaluna and not outrunning Ursaluna when I already have my other roles covered such as hazard setter, hazard remover, and Ground resist/immunity, I'd always rather outspeed Ursaluna to get any chip damage in, and any chip damage definitely mitigates the amount of harm Ursaluna can put on my team. Drain Punch Ursaluna is rare and cannot heal against Ghosts.
I prefer Encore on Granbull instead of Close Combat (I like Curse/Encore/Play Rough/Earthquake) to catch opposing mons on predicted recovery, support moves, boosting moves, or weak attacks. I've also found that Granbull generally doesn't need 2 coverage moves.
I've found Toxapex to be pretty passive, and Pecharunt stacks weaknesses with annoyingly many mons I greatly need for other roles (Slowking-G/Solgaleo/Jirachi/Muk-A the Hatterene switch-ins, Giratina(-O) the Defogger, Kingambit the priority user, Hatterene the breaker, etc.).
I’d like to gauge people’s feelings on Magnet Pull again, because I am starting to see it on ladder more and more in the post-Conk meta.
People are discovering the merits of having the ability to freely remove that Corviknight you’re relying on to check Ursaluna, that Heatran you need to check Hatterene, that Kingambit you need to win the game, etc. etc. etc.
I labbed M. Pull in the early meta anticipating this and at the time I found it very much not broken. It’s pretty MU fishy and a lot of the M. Pullers simply lose to the wrong set if the Steel type has Earthquake (and another move to pop Air Balloon) or a pivot move.
But damned if I do not find Magnet Pull highly uncompetitive and straining on the builder.
Trapping is entirely skilless. This is well established. If you have to use Iron Def. Corv in your defensive core against any number of Ursaluna or Curse Clodsire or Greedent or Snorlax etc etc, you just lose because you also wanted Defog over U-Turn and the MU was bad.
Or you have to run Shed Shell. shudders
(And before you argue King is potentially broken without Conk, there is zero justification to keep an uncompetitive strat in place to keep a broken presence in check. King would need to be assessed independently.)
Edit: Council advised no action on Magnet Pull. No change at this time!
I'd feel that it would be more valuable to test each Magnet Puller individually, as each of them have valuable speed benchmarks and different type matchups against Kingambit, Corviknight, and Heatran. Only Nosepass and Probopass are faster than all three Pokemon, yet they themselves cannot defeat Corviknight. Furthermore, Heatran and Kingambit do have some options against the Magnet Pullers with Low Kick, Sucker Punch, and Earth Power being able to OHKO or 2HKO each of them with prediction (Kingambit can live Max Def Body Press from Golem-A and Magnezone).
Also, Copperajah is a Steel type that somewhat competes with Kingambit, and it can completely ignore each of the Magnet Pullers.
Unfortunately, as we near the end of the month, we do not have the time to assess each one independently.
I agree, you might beat the M. Puller if you have the correct steel type. But what if you don’t? Corv cleanly losses to Magnezone. ID Chopple Berry Probopass cleanly beats Low Kick Kingambit (or those lacking it). On so on and so forth. Should you such forfeit at team preview?
We can still subjectively assess Magnet Pull as being uncompetitive, even if it is in fact highly MU dependent.
Unfortunately, as we near the end of the month, we do not have the time to assess each one independently.
I agree, you might beat the M. Puller if you have the correct steel type. But what if you don’t? Corv cleanly losses to Magnezone. ID Chopple Berry Probopass cleanly beats Low Kick Kingambit (or those lacking it). On so on and so forth.
We can still subjectively assess Magnet Pull as being uncompetitive, even if it is in fact highly MU dependent.
Important to note that Ghost-type Curse isn't TD Victory Dance.
Haven't had the chance to actually play this month, just lurk ladder games, but I can almost always support QB action on uncompetitive/match-up fish elements.
I don't think Magnet Pull should be banned just because it doesn't require skill to trap stuff. Unlike King's Rock and Bright Powder, Magnet Pull is a legitimate strategy and isn't dependant on RNG to work. I wouldn't want a viable strategy to be removed unless it was broken.
Hatterene's three sets include Assault Vest, Calm Mind + Draining Kiss, and Choice Specs (which may also be Life Orb, same difference). All of them would love to have extra coverage between Mystical Fire for Steel-types, Shadow Ball for Psychic, and Giga Drain to revenge kill Water- and Ground-types. More so, there's even competition for its STAB attacks, as Psychic, Psyshock, and Psychic Noise all seem to work in the right situation, and even Dazzling Gleam versus Draining Kiss is a debate. Ultimately, on Assault Vest, I think Hatterene needs the most innate power from Psychic and Dazzling Gleam, and it can opt for any of the three aforementioned coverage moves depending on the team. Choice Specs sets with the boosted Draining Kiss and Psyshock can be impossible to switch into by themselves, and by the same virtue, these are the best options for the Calm Mind set. As for EVs, I found nothing special than just maxing out its Special Attack to make it the best revenge killer possible, and the rest into bulk; Assault Vest is the most splashable set because of how vital Hatterene's roll as a rkiller is, thus the extra coverage and synergy by having extra special bulk for the mirror matchup.
Dondozo seemingly runs two different Curse sets: Offensive Curse and Defensive Curse. Offensive Curse is seemingly the best, as the powerful Wave Crash and +1 Ice Fang alone can be hard for a lot of teams to deal with. It also isn't that much of a compromise for its defensive capabilities, and it could even be beneficial to have more power when revenge killing Curse sweepers like Ursaluna and Garganacl. The offensive variants still want to run Rest because of the mirror matchup, and other coverage options like Crunch and Earthquake simply don't offer as much. Ice Fang alone with its freeze chance can allow you to win mirror matchups in the long term, especially if the opposing Dondozo lacks Ice Fang itself. The defensive variant could work better on more passive builds, but even then it has some shortcomings, like failing to switch into Ursaluna after its Guts is activated. Sleep Talk isn't the best option on the defensive set, and instead Body Press should be preferred. This is because of the centralization around Dondozo, as you can too easily lose to Water Absorb and Chilling Water Pokemon like Clodsire, Alomomola, and Toxapex. Body Press allows you to at least have an option to do damage after maxing out Curse, and additionally offers more pressure against foes like Kingambit and Arboliva.
Ice Punch is the best coverage on Ursaluna for Sinistcha and Giratina-Origin, although Fire Punch is also fine for hitting Corviknight and Skarmory.
148 Attack EVs on specially defensive Clodsire means you always 2HKO Leftovers Hatterrene.
Colbur Berry on Nasty Plot Slowking and Slowbro is likely just as good as other defensive items.
Curse Pincurchin can run Recover, Spikes, and even THunderbolt over Poison Jab, which is mostly for Grass-types like Hydrapple.
Body Press + U-turn are the best attacks for Defog Corviknight, allowing it to be a decent check versus Kingambit, Ursaluna, and Copperajah. U-turn defines the set as much as Defog, as the fast pivoting is great for bringing in slower revenge killers and sweepers.
Ting-Lu could run any mix of defenses, but if it opts for being a special wall, it almost certainly should run Heavy Slam to check Hatterene.
Sinistcha's EVs simply nets a jump point in Special Attack, then the rest goes into Defense to check the likes of Ursaluna, Dondozo, and Copperajah.
Hydrapple should run 32 Defense on all of its sets to avoid the OHKO from +1 Dondozo's Ice Fang; obviously not perfect given the flinch, freeze, and critical hit chances, but its a very small investment to at least make it more favorable when coming in at full HP.
Galarian Slowbro was once written off as the worst of the Slowbro / Slowking formes, but it might be one of the best as an anti-meta mixed Curse Sweeper. With 92 Special Attack EVs, it always 2HKOes Dondozo with Grass Knot. From there, its boosted Poison / Ground physical coverage can sweep most teams once Corviknight and Ting Lu are out of the picture.
Giratina-Origin outperforms its other form because of its extra power and ability Levitate, where as regular Giratina mostly fails as a wall with how fast it is. The given set is great at trading hits and thankfully has strong priority for the slew of slower Psychic-types in the metagame, as well as a strong Draco Meteor for physical walls and Curse sweepers. It can either run Dragon Tail last so it can work as a phazer, or Defog if needed.
Heatran is a legit special wall against most Psychic-types, and because Hatterene and Corviknight are scared out from it, it makes a great Stealth Rock user. Protect and Taunt can both work great, and Heavy Slam works for countering Hatterene.
Crabominable works with the item Punching Glove due to the combo of Iron Fist also working to buff its strongest attacks.
Quagsire lacks the bulk and power of Dondozo, and instead trades that for the utility of moves like Stealth Rock, Spikes, Toxic, and even Haze. Some teams may want this over Dondozo, but for the most part, Quagsire is an inferior Unaware wall.
I failed to find calcs that imply that Trapinch is better off with power items like Life Orb and Choice Band over something like Eviolite or Focus Sash.
Solosis runs minimum defensive investment to make it the most likely to trigger the 1 HP Endeavor. Pyshcic + Shadow Ball are fine as coverage so it can afford to run Encore.
The lower Speed does not make Foongus more viable than Amoongus.
The lower Speed does make Pineco more viable than Forretress, but not much.
Dusclops needs a lot of support despite it being so slow, and I think it fails to break the mold as a premier wall.
Snorlax in most regards is a worse Munchlax, and it only does Curse better.
If there's a Pokemon not on here, its because I don't think it is at least B rank viability. This includes picks like Gholdengo, Solgeo, and Foongus. They're bad.
Teambuilding Rant:
Most teams can default to Dondozo + Hatterene and go from there, whether that's full HO, stall, or something in between. This is certainly a top heavy centralization, but these two are not necessary everywhere; they just make handling some of the toughest threats in the meta more managable. Some cores like Rocky Helmet Alomomola + Corviknight can replace Dondozo, and the centralization around Hatterene and Ursaluna as premier sweepers / wallbreakers makes more antimeta options like Galarian Slowbro and Crabominable more viable. So while as centralizing as threats like Greedant, Dondozo, and Ursaluna may seem, I believe there's enough resources in the teambuilder to keep these threats at bay without resorting to just using Dondozo + Hatterene on every team.
Teams:
Crabominable Balance:
With a strong defensive core, Crabominable can sweep late-game when it gets an opportunity to spam Ice Hammer. That, or it may prove useful mid-game to spread Knock Off, along with Alolan Muk. The defensive core is more capable around physical attackers, than special ones, making Alomomola's Wish passing imperative in keeping Alolan Muk and Hatterene healthy.
Twisted Dimension HO: https://pokepast.es/a2f418a6f577f5d8
Hyper Offense works fine in TD largely thanks to Prankster Grimmsnarl being a great dual screens user for the format. Copperajah is a threatening Stealth Rock lead, and the rest of the team consists of sweepers. Dondozo can check opposing Curse sweepers like the mirror, of to which you can switch out to Galarian Slowbro once the opposing Dondozo is forced to rest or frozen from Ice Fang. Regenerator works great on Glaraian Slowbro, as it often can find multiple setup opportunities in the same game thanks to it.
Sinistcha Hazard Stack: https://pokepast.es/f4e61c1194486d45
Hazard Stack can work in a Hatterene-dominated metagame as long as your hazard setters carry coverage for it. Clodsire and Ting-Lu make a solid specially defensive core that provide the team with entry hazards, wearing down the opposing walls until either Sinistcha or Dondoz have a good chance to sweep. Giriatina-Origin is a solid final pick for this build for its ability Levitate and strong offensive coverage, providing a solid mixed wallbreaking support while also adding Defog to help win the hazard war.
Giratina-Origin Balance: https://pokepast.es/4e193d96c31bd696
My first team building around Giratina-Origin, the team offers the best fast pivot core in Corviknight + Alomomola to get Giratina-Origin in safely and keep it healthy to punish Psychic-types and Ursaluna. Its access to Dragon Tail is also crucial as an emergency check to Curse sweeper, as Munchlax may use Encore then switch out to Giriatina-Origin for it to phaze. The team is pretty standard otherwise, and the main progress maker is Galarian Slowking; don't doubt its offensive power, its pretty good by itself.
Specs Hydrapple Balance: https://pokepast.es/9a413f83b96fb6ad
If opting for Skarmory over Corviknight while also forgoing Hatterene for a different special wallbreaker like Hydrapple, then teams can look for alternative means of hazard control like Avalugg. Skarmory offers better physical bulk, Spikes, and phazing over Corviknight, which isn't too bad when paired with Alolomola and Ting-Lu. Choice Specs Hydrapple is super strong and very hard for most teams to switch into, including this one; lacking a Fairy-type to tank Choice Specs Draco Meteor means Galarian Slowking needs to be kept healthy.
Life Orb Pincurchin VoltTurn: https://pokepast.es/e916c9ead38f9178
Pincurchin can revenge kill most threats thanks to its super slow Speed and strong mixed coverage. The defensive core is mostly pivots to help get it in safely, and Choice Specs Hatterene is the other wallbreaker / revenge killer to rely on.
Search my username for replays of these teams / ideas in action. Please play more ladder, and don't do anything silly like banning Magnezone when no one is actually using it. Thank you.
Hatterene's three sets include Assault Vest, Calm Mind + Draining Kiss, and Choice Specs (which may also be Life Orb, same difference). All of them would love to have extra coverage between Mystical Fire for Steel-types, Shadow Ball for Psychic, and Giga Drain to revenge kill Water- and Ground-types. More so, there's even competition for its STAB attacks, as Psychic, Psyshock, and Psychic Noise all seem to work in the right situation, and even Dazzling Gleam versus Draining Kiss is a debate. Ultimately, on Assault Vest, I think Hatterene needs the most innate power from Psychic and Dazzling Gleam, and it can opt for any of the three aforementioned coverage moves depending on the team. Choice Specs sets with the boosted Draining Kiss and Psyshock can be impossible to switch into by themselves, and by the same virtue, these are the best options for the Calm Mind set. As for EVs, I found nothing special than just maxing out its Special Attack to make it the best revenge killer possible, and the rest into bulk; Assault Vest is the most splashable set because of how vital Hatterene's roll as a rkiller is, thus the extra coverage and synergy by having extra special bulk for the mirror matchup.
Dondozo seemingly runs two different Curse sets: Offensive Curse and Defensive Curse. Offensive Curse is seemingly the best, as the powerful Wave Crash and +1 Ice Fang alone can be hard for a lot of teams to deal with. It also isn't that much of a compromise for its defensive capabilities, and it could even be beneficial to have more power when revenge killing Curse sweepers like Ursaluna and Garganacl. The offensive variants still want to run Rest because of the mirror matchup, and other coverage options like Crunch and Earthquake simply don't offer as much. Ice Fang alone with its freeze chance can allow you to win mirror matchups in the long term, especially if the opposing Dondozo lacks Ice Fang itself. The defensive variant could work better on more passive builds, but even then it has some shortcomings, like failing to switch into Ursaluna after its Guts is activated. Sleep Talk isn't the best option on the defensive set, and instead Body Press should be preferred. This is because of the centralization around Dondozo, as you can too easily lose to Water Absorb and Chilling Water Pokemon like Clodsire, Alomomola, and Toxapex. Body Press allows you to at least have an option to do damage after maxing out Curse, and additionally offers more pressure against foes like Kingambit and Arboliva.
Ice Punch is the best coverage on Ursaluna for Sinistcha and Giratina-Origin, although Fire Punch is also fine for hitting Corviknight and Skarmory.
148 Attack EVs on specially defensive Clodsire means you always 2HKO Leftovers Hatterrene.
Colbur Berry on Nasty Plot Slowking and Slowbro is likely just as good as other defensive items.
Curse Pincurchin can run Recover, Spikes, and even THunderbolt over Poison Jab, which is mostly for Grass-types like Hydrapple.
Body Press + U-turn are the best attacks for Defog Corviknight, allowing it to be a decent check versus Kingambit, Ursaluna, and Copperajah. U-turn defines the set as much as Defog, as the fast pivoting is great for bringing in slower revenge killers and sweepers.
Ting-Lu could run any mix of defenses, but if it opts for being a special wall, it almost certainly should run Heavy Slam to check Hatterene.
Sinistcha's EVs simply nets a jump point in Special Attack, then the rest goes into Defense to check the likes of Ursaluna, Dondozo, and Copperajah.
Hydrapple should run 32 Defense on all of its sets to avoid the OHKO from +1 Dondozo's Ice Fang; obviously not perfect given the flinch, freeze, and critical hit chances, but its a very small investment to at least make it more favorable when coming in at full HP.
Galarian Slowbro was once written off as the worst of the Slowbro / Slowking formes, but it might be one of the best as an anti-meta mixed Curse Sweeper. With 92 Special Attack EVs, it always 2HKOes Dondozo with Grass Knot. From there, its boosted Poison / Ground physical coverage can sweep most teams once Corviknight and Ting Lu are out of the picture.
Giratina-Origin outperforms its other form because of its extra power and ability Levitate, where as regular Giratina mostly fails as a wall with how fast it is. The given set is great at trading hits and thankfully has strong priority for the slew of slower Psychic-types in the metagame, as well as a strong Draco Meteor for physical walls and Curse sweepers. It can either run Dragon Tail last so it can work as a phazer, or Defog if needed.
Heatran is a legit special wall against most Psychic-types, and because Hatterene and Corviknight are scared out from it, it makes a great Stealth Rock user. Protect and Taunt can both work great, and Heavy Slam works for countering Hatterene.
Crabominable works with the item Punching Glove due to the combo of Iron Fist also working to buff its strongest attacks.
Quagsire lacks the bulk and power of Dondozo, and instead trades that for the utility of moves like Stealth Rock, Spikes, Toxic, and even Haze. Some teams may want this over Dondozo, but for the most part, Quagsire is an inferior Unaware wall.
I failed to find calcs that imply that Trapinch is better off with power items like Life Orb and Choice Band over something like Eviolite or Focus Sash.
Solosis runs minimum defensive investment to make it the most likely to trigger the 1 HP Endeavor. Pyshcic + Shadow Ball are fine as coverage so it can afford to run Encore.
The lower Speed does not make Foongus more viable than Amoongus.
The lower Speed does make Pineco more viable than Forretress, but not much.
Dusclops needs a lot of support despite it being so slow, and I think it fails to break the mold as a premier wall.
Snorlax in most regards is a worse Munchlax, and it only does Curse better.
If there's a Pokemon not on here, its because I don't think it is at least B rank viability. This includes picks like Gholdengo, Solgeo, and Foongus. They're bad.
Teambuilding Rant:
Most teams can default to Dondozo + Hatterene and go from there, whether that's full HO, stall, or something in between. This is certainly a top heavy centralization, but these two are not necessary everywhere; they just make handling some of the toughest threats in the meta more managable. Some cores like Rocky Helmet Alomomola + Corviknight can replace Dondozo, and the centralization around Hatterene and Ursaluna as premier sweepers / wallbreakers makes more antimeta options like Galarian Slowbro and Crabominable more viable. So while as centralizing as threats like Greedant, Dondozo, and Ursaluna may seem, I believe there's enough resources in the teambuilder to keep these threats at bay without resorting to just using Dondozo + Hatterene on every team.
Teams:
Crabominable Balance:
With a strong defensive core, Crabominable can sweep late-game when it gets an opportunity to spam Ice Hammer. That, or it may prove useful mid-game to spread Knock Off, along with Alolan Muk. The defensive core is more capable around physical attackers, than special ones, making Alomomola's Wish passing imperative in keeping Alolan Muk and Hatterene healthy.
Twisted Dimension HO: https://pokepast.es/a2f418a6f577f5d8
Hyper Offense works fine in TD largely thanks to Prankster Grimmsnarl being a great dual screens user for the format. Copperajah is a threatening Stealth Rock lead, and the rest of the team consists of sweepers. Dondozo can check opposing Curse sweepers like the mirror, of to which you can switch out to Galarian Slowbro once the opposing Dondozo is forced to rest or frozen from Ice Fang. Regenerator works great on Glaraian Slowbro, as it often can find multiple setup opportunities in the same game thanks to it.
Sinistcha Hazard Stack: https://pokepast.es/f4e61c1194486d45
Hazard Stack can work in a Hatterene-dominated metagame as long as your hazard setters carry coverage for it. Clodsire and Ting-Lu make a solid specially defensive core that provide the team with entry hazards, wearing down the opposing walls until either Sinistcha or Dondoz have a good chance to sweep. Giriatina-Origin is a solid final pick for this build for its ability Levitate and strong offensive coverage, providing a solid mixed wallbreaking support while also adding Defog to help win the hazard war.
Giratina-Origin Balance: https://pokepast.es/4e193d96c31bd696
My first team building around Giratina-Origin, the team offers the best fast pivot core in Corviknight + Alomomola to get Giratina-Origin in safely and keep it healthy to punish Psychic-types and Ursaluna. Its access to Dragon Tail is also crucial as an emergency check to Curse sweeper, as Munchlax may use Encore then switch out to Giriatina-Origin for it to phaze. The team is pretty standard otherwise, and the main progress maker is Galarian Slowking; don't doubt its offensive power, its pretty good by itself.
Specs Hydrapple Balance: https://pokepast.es/9a413f83b96fb6ad
If opting for Skarmory over Corviknight while also forgoing Hatterene for a different special wallbreaker like Hydrapple, then teams can look for alternative means of hazard control like Avalugg. Skarmory offers better physical bulk, Spikes, and phazing over Corviknight, which isn't too bad when paired with Alolomola and Ting-Lu. Choice Specs Hydrapple is super strong and very hard for most teams to switch into, including this one; lacking a Fairy-type to tank Choice Specs Draco Meteor means Galarian Slowking needs to be kept healthy.
Life Orb Pincurchin VoltTurn: https://pokepast.es/e916c9ead38f9178
Pincurchin can revenge kill most threats thanks to its super slow Speed and strong mixed coverage. The defensive core is mostly pivots to help get it in safely, and Choice Specs Hatterene is the other wallbreaker / revenge killer to rely on.
Search my username for replays of these teams / ideas in action. Please play more ladder, and don't do anything silly like banning Magnezone when no one is actually using it. Thank you.
Wouldn't Crunch be better for Sinistcha and Giratina-Origin due to the higher base power? While Supercell Slam is risky, it deals with Corviknight and Skarmory while having a 98% chance to 2HKO a Dondozo that has max HP, I'm kinda confused as to why I never see it on ladder or discussion of it.
Wouldn't Crunch be better for Sinistcha and Giratina-Origin due to the higher base power? While Supercell Slam is risky, it deals with Corviknight and Skarmory while having a 98% chance to 2HKO a Dondozo that has max HP, I'm kinda confused as to why I never see it on ladder or discussion of it.
Yeah Crunch is probably better you’re right. Ice Punch is a holdover from OU.
Supercell Slam doesn’t do that much more than Fire Punch to the steel birbs, and like you mentioned, it comes at a pretty huge risk. The best perk of Supercell Slam is that Ursaluna is very likely to OHKO Corviknight at +1, so Corviknight fails to deter Ursaluna after a Curse. However, without a Curse buff, Supercell Slam is arguably worse than Fire Punch at 2HKOing Corviknight and Skarmory due to the inaccuracy and recoil potential. It is also guaranteed worse than Facade on Dondozo: Supercell Slam is only 200 bp after the super effective multiplier, whereas Facade hits 210 bp after STAB. So you’re better off with the reliability of Fire Punch than Supercell Slam in most scenarios.